Reset Password
Existing players used to logging in with their character name and moo password must signup for a website account.
- RailyDoutine 6m
- ZaCyril 1m youtu.be/c9JNp6kdKqU
- br85 2m https://www.youtube.com/watch?v=22EdWQuiYCc
- beandip 34s *DOUBLE* t(0_0t) *DEUUUCE!*
- Wonderland 4s
- Laerad 58s
- Ryuzaki4Days 6m Take drugs. Kill a bear.
j Johnny 1h New Code Written Nightly. Not a GM.
- SoftAndWet 4s
- PsycoticCone 13m
- daedelus 10m Wow! Wits! Wisdom!
- Majere_Draven 1m
- deskoft 58s
- CthulhuPakabol 5s youtu.be/Kdq_eAqQor0
- eggsaresides 26s https://i.imgur.com/cc3FoTs.png
- Dogigi 14m
- Kangarat 1m Rat.
j Fengshui 4h http://www.amazon.com/dp/B00M0DV5IQ <- My Book
- CookieJarvis 1m
And 24 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

[Nov '21 Improvements & Bug Fixes
Rolling updates thread for game code changes

CYBERWARE NULLIFICATION FIELDS

KMB has been given a cyberware nullification field system. Passing through this scanner will disable all cyber-weapons.

There may be ways around it, but none of you law-abiding citizens would ever break the law.

RADIATION

Wasn't procing at all, and nor wore the cures. Now both are operating as expected, which may result in some significantly delayed radiation sickness.

RADIATION DAMAGE OVERHAUL

I changed radiation cures / refactored the code. Before they were sort of overcomplicated, now radiation cures (and other DOT cures / additives) act like ablative armor that reduce in efficacy over time and will absorb damage done by DOTs as they tick over.

It's a more elegant solution.

ABUGAPALOOZA

52 bugs were cleared out from our backlogs. Too many to list here.

RADIATION DEATHS

There was a bunch of stacked radiation that all got executed at the same time. A few characters died. We're working with them to make sure they are not negatively impacted by this since. These characters can RP the death if they want, or ignore it or treat it like they just got food poisoning if they prefer. We'll make sure they get their shit back in one way or another. Thanks everyone for rolling with the punches and not scratching the walls if there is weirdness in RP as a result.

BUGS RESOLVED BY MIRAGE

Mirage resolved these bugs earlier and didn't put details on what bugs were resolved. This is the log of bugs resolved.

The firearms detectors are weird.
NPCs don't stop bombers.
players have access to @ab command while in void.
@assign-bug @ab - added admin check #85882 11/05/21 1:56 - moo.nlm
Can shout into the void.
Radiation poisoning and Rad-B-Gone scripts not running
NPC does not register crate is due.
NPC won't accept due/completed paydirt
Nameless 1c junkyard scrounge became fancy injection system
Felibot reads having no SIC on Omega gate
Invisible Locust while towing
Multi-location vehicle part install TB
New Authorization Permission System Not Working with Bike Auth Syntax
Disappearing HR crate
Last bite feed x to y error
Hobby robot controller @tbs on recycle attempt.
Car buyer NPC doesn't give quotes on unowned vehicles
cannot look North into Olgas
Sleepers can be severed
Price chart bug.
Unable to lock/unlock credchip in vehicle
Mech belt can install table!
TB on Cyber Price sign
Being able to deliver a crate on a skateboard.
FeliBot cams do not translate language
Robot Uninstall/Installation Wrong Messaging.
FeliBots can vomit, probably shouldn't.
Skinwatch Color Not Right
repeated dialogue in long emotes
Cybereyes see through barriers
You can /scan manhole and look through closed manhole with telescopic lenses.
WHJ - Employee Showers have no dryer
TB on Scrounging while Hidden
Installation of powerplant in Eisenhower runs double script and creates duplicate
TB on look n
TB on @add-note (Not serious, didn't happen again but submitting anyways.)
"Feed" script recycles item too fast
Feeding last bite of item throws a default item identifier.
Feeding Someone Last Bite of Somethings Gets It Called 'Recyclable'
Feed Shows Feeder & Feeded Eating
/scan doesn't work with non-cardinal directions.
Drowning rat text, nowhere near rat.
Nanogenic mutation damaged cybernetic limbs
RoboCat still purrs in automatic response even if it is turned off
Odd Usage of Spoiler Mountpoints.
traceback when eating
Colombian Supremo Coffee causing tracebacks.
NEO corp project tablet despawned out of hand and told me to bug.

To be clear a bug being resolved doesn't mean we definitely fixed it. If we decided we aren't fixing it (IE: using three sets of quotes in an emote) then we are just resolving an issue we know we aren't fixing.

(Edited by Slither at 9:31 pm on 11/5/2021)

PAYDIRT DESPAWNING

Sometimes when picking up a paydirt item, it would despawn immediately and ask you to report it as a @bug. It wasn't a bug, it was just despawning because it was already expired. This has been fixed and it now handles this appropriately.

FURNITURE DELIVERY BUG

Delivery NPCs for furniture were setting the install property incorrectly when installing furniture, making it throw TBs when anyone tried uninstalling it. It's been fixed to assign the data correctly.

GAS PUMP FILL CHECK

Fill targets for cans/siphons and fuel pumps now check that you aren't trying to fill them with themselves.

CYBERWARE EXPOSE

Cyberware now exposes properly when using the 'expose' command. I believe biomods do as well now from my limited testing set.

GRID USERNAMES WITH PERIODS

There was a bug where usernames with periods could not have gridmail sent to them. I have blocked new account creation on the Grid for usernames with periods. You'll now get an error if you try. If you have one of these accounts, you can put a service request in for SENIOR and include the grid account and I'll remove the period (if that username is available).

DAMAGE OVER TIME ON DEATH

DOTs now clear when a player is cloned or dies. No more radiation passing on to future clones.

BIOMOD NAKEDS

Now prefix the @naked for their area, and that area can now be edited with the use of @naked.

MOTORCYCLE BLOCKADE RUNNING

When motorcycles fail to run a blockade and hit the blockading vehicle, the impact will now cause the riders to go airborne.

VEHICLE DAMAGE CODE REBALANCE

Before when a vehicle took damage to some parts, it would deal as much damage as possible to those parts with the parameters given, but if the damage exceeded the health of the parts damaged, the remaining of that damage would be discarded. I've rebuilt the vehicle damage function to now have "overflow damage", where it looks at the parts shielding the parts that were damage and cascades damage upwards as well as downwards that hierarchy to make sure everything gets fucked up.

Additionally, damage was served on a first come first serve basis, and now it tries to spread the damage around initially before overflow of all the parts that were going to be damaged originally.

REQ TERMINALS UPDATED

It is no longer possible to requisition cyberware or robot parts. The terminals don't support this at this time and fulfilling these orders breaks the game.

ADMIN SEARCH TOOLS

Search tools used by Admin such as @ts, @rs, etc now support a new flag to output rows in Comma Separated Value format (CSV). Use -csv in coordination with -vmoo and you'll get it in a handy format useful for getting things into a spreadsheet better than the traditional output.

CRASHES FIXED

There was a problem with our random function not supporting floating math random number generation between two floating points. I've fixed this, and it should fix vehicle crashes, where I do arbitrarily more complex math than anywhere else in the game for no discernible advantage.

RECEIVE ATTACK MSG FIXED

If you've ever been annoyed by 'recieve' being spelled wrong in the following message: "%VN's eyes widen as %vs drops into a fighting stance to recieve your attack." rejoice, it is now fixed to be 'receive'.

POWER ARMOR

Power armor has been added to the game. This is a bit different than your usual armor. A power armor frame is purchased and armor parts are installed onto it. A power source is also needed.

These suits do mechanically assist their wearer, and they are not new technology. They are however exceedingly rare (and at the moment, available for purchase).

Caveat emptor, there are a number of drawbacks to power armor that you'll have to find out in game. Enjoy, folx.

GRAPPLE EDGE CASE HANDLING

I know some of us have experienced a case where grappling where suddenly everything is broken, we can't do anything, and we can't release a grapple even as someone is across the city.

I've made a fix that will attempt to address this extreme edge case, and hopefully that bug shall now be dead, though new odd behavior may now show up, it will hopefully be less worse than being blocked from being able to do anything on the game until staff intervenes.

MUNITIONS WORKBENCHES ADDED

It is now possible to repair your armor, and this is done via the munitions workbench. Repairing armor takes scrap, and the rest you'll have to find out on your own! Good luck, all.

CYBERARM BUFF

Cyberarms now slightly buff hand to hand damage because getting punched with a metal fist hurts.

DERMALWEAVE NERF

Dermalweave's armor bonus no longer applies if the limb is missing or has been replaced with a mechanical version.

CYBER PRICE CHART PREVIEW

Touching a cyberware on the price chart that has an external appearance now shows a preview of what that cyberware would look like.

CYBERWARE MODULAR SLOTS

The old system for modular slots in cyberware (IE ear/eye chips) has been rebuilt from the ground up. It is now a general system so it can be expanded to other cyberware, and the old copy/pasted code has been removed.

This should, at the moment, have no outward facing consequences for players.

PRICE CHART SLOT UPDATE

Pricecharts for cyberware now also include information about their modular slots, and the types of those slots.

NEW MUSICAL INSTRUMENTS

Three new musical instruments have been added to the game and its stores.

EMP DAMAGE BUFF

EMPs now non-temporary damage to cyberware, in addition to their normal damage which has also been buffed.

EMP DAMAGE BUFF

EMPs now deal non-temporary damage to cyberware, in addition to their normal damage which has also been buffed.

CYBERHANDS AND CYBERFEET ADDED

As the title says, your tiny extremities have been added.

PDS FIXED

For right arms, as they accidentally had too much PDS.

BUG SUBMISSION FIXED

Jira is working again. Grumble grumble. Disk space. Grumble grumble.

OLD RADIO COMMS

When we upgraded radios, we inadvertently left the old 'radio comms' in vehicle radio for sale. If you've purchased one of these, we've swapped it out with a 'ground comms' unit instead and you can no longer purchase the old 'radio comms'.

NEW CYBERWARE

Four new pieces of cyberware have been added to the game. You can find them on the priceboards where they're featured. Enjoy folx!

PERFORMANCES

Have been added to the game. This is an entirely new social system much like the tailoring and food systems that existed to augment the social roleplay so many of our players enjoy daily. These are done using instruments, some of which are the environment, and some of which can be purchased or worn.

Performances are the meat and potatoes of any entertainment character. Much like bards in other games, performers and entertainers grant mechanical boons to audiences as they are moved, relaxed, and entertained by a performance.

The strength of this bonus, how long the bonus will last, and how long a listener has to remain in an area to receive the bonus are all dependent on the performer's skill and ability. The type of bonus is based on the performer's instrument.

All instruments and performances reduce listener fatigue (assuming the performer is good), energizing and amplifying audiences.


CROWD REACTIONS

In addition to mechanical effects, bars and stages have ambient crowd reacts that respond to the skill of the performer, to give some hint of the quality of their performance. Special prompts, messages, and ambience will happen in an on-going performance that should be reacted to in character and played to as they come. Additionally, you may receive prompts now and then that let you know how you think you're doing, and it's recommended to use this to prompt for your roleplay.


COMPOSITION

All performers benefit from composing their pieces before a show. An artist may only have a certain number of performances memorized, which is dependent on their stats. Composing a piece will also enable the player to save written performances and make them easier to replay in the future.

When asked to enter input into a composition, you should use the pose format to write each pose like you would be if you were planning the performance beforehand. You will have a chance to validate your input before saving.


PLAYING IN A BAND

When playing in a band, nothing different has to happen. It is recommend to use different compositions for each player so they all have a different part to play, and poses can be staggered as desired using the =next command.

All of this information and more can be found in help performance

FUTURE PLANS

This system will continue to get more attention and love as time goes on. Expect it to be a little buggy as it's an entirely new system, but I look forward to seeing what you all create with it.

Enjoy, folx.

(Edited by MirageGM at 9:47 am on 11/23/2021)

ARMOR REPAIR VALUE

Armor's value now decreases the more times it's been repaired.

VIBES CHECK

Performances now give you some internal monologue to let you know how you're doing. This can help when there isn't a crowd that lets you know how much you suck.

This is a lot more unreliable than crowds. For hilarity.

CROWD SPACING

The timing for crowd heckles has been doubled so it isn't as frequent, and adjusted it so it doesn't play repeat messages.

PERFORMANCE STAT FIX

The timer was way too low and buffs were expiring as soon as they were added. This has been fixed.

CROWD AMBIENCE REBUILT

Recoded this up from scratch as it was clunky and I didn't like it. Crowds now are tied to a location and have a memory. Following up after a bad act will get crowds to boo at you too, now. In addition, warm up acts do the opposite.

Crowds now react to all performers in a room instead of just one person.

The messaging interval behavior has also been changed and you'll see a message from the crowd every three minutes or so even if it's the same message.

@STATS PERFORMANCE

Stats now shows a status line when you've recently seen an inspirational performance.

EMP BUFF

EMPs now in addition to the previous change will now also have a chance of causing ware malfunctions by force.

HOTWIRING KIT CHARGES

Hotwiring kits now have charges so they can be used multiple times before being tossed.

SEX-CHANGING NANO

While this has always been available in character as an unscripted item, we've gone ahead and added a new nanogenic that automates the process of changing your character's sex and this is available now.

Enjoy, folx.

SHFL REOPENED

Get your violence on.

SHFL TRAPPED FIX

Added recovery code to the game ending hooks of SHFL that were causing people to be stuck out of body. The race condition still happens, but the code is smart enough to rescue players now.

SHFL DISFUNC FIX

There were problems when you disconnected from the MOO while in a SHFL game, and these have been fixed. You will now be ejected from the game if you disconnect from the MOO.

SHFL STAND FIX

There was a bug on standing that could cause a TB, no idea if this was visible to players but it's fixed.

SHFL SIC REMOVED

Rooms changed to not have SIC.

SHFL BLEED AND GRAPPLE FIXES

Grapple and bleeds are now end when SHFL ends.

SHFL CLEARING AIM

SHFL clears aim when you exit the simulation now.

NPC GRID ACCOUNTS

The admin facing page for accessing grid accounts was still stuck in Grid 2.0. I've updated it so all the NPC accounts populate correctly making admin lives easier.
CYBERWARE DAMAGE FIXED... AGAIN

My damage code for cyberware wasn't working correctly, and I've rewritten it for the third and final time.

You may notice your cyberware stop working from damage and require repairs now. Thanks EMP code for showing my this was a bug.
CYBERWARE DAMAGE CHANCE INCREASED

Cyberware damage no longer applies on just blunt critical hits. Instead, cyberware damage has a chance to proc on *any* critical hit, and the chance of this damage happening has been increased across the board.
DROME CROWDED PERFORMANCE

The drome has been fixed to have crowded reacts on performances there. doop.
BODYGUARDING & PROTECTION

Is now a feature that you can read about help protect. It is now possible to protect other characters from harm.
SHOOTING UPDATE

Shots from another room when attempting to snipe now have a chance of hitting a bodyguard, or someone you're grappling/detaining.
MOTORCYCLE DEATH

When dying while riding your motorbike, the state is successfully cleared for the motorbike to prevent putting bike and player in a bad state.
GRAPPLING HOOKS AND EDGES

Some places have a 'universal edge' which functions as such: jump off edge

These edges didn't support grappling hooks. I've fixed that oversight from 2008 and made it possible.

You can now 'secure hook to edge' in a room with 'numerous places to jump from' and also 'unsecure hook from edge' and also 'descend from edge'.

Happy hanging from hooks!
NEW PONCHOS

A new line of ponchos has been added to the game. These come with some special functionality, and increase the total number of ponchos available in the game.

Enjoy.
PONCHO COLORS

Digital ponchos have had their color tables updated to be a color set that makes more sense.
CRATES

You can now only ask for 2 crates at a time before being told you already have crates and to go deliver them. This applies to all crate places.
CANVAS AVAILABILITY FIXED

There was a bug skewing canvas ability and it has been fixed. Canvases will start appearing again.
CYBER NAKED MSGS UPDATE

Robots had version 3 of my symmetrical naked message code, which let them properly squash messages together procedurally, and cyberware was still on version 2. I copied over version 3 to cyberware, meaning these messages will be less confusing for players.

Previously, for example, %hand would replace to "left and right arm" for people with two cyberarms. Now it has support for, and has been adjusted to properly replace %hand with "left and right hand", which makes far more sense.
DOGGO EXAMINE

I have fixed a task running out of ticks issue with dog examine. Should be working fine now.
SKYRISE TRAILER PARK

The ground entrance has been opened. It was locked previously while we built it out and then we didn't change the exit to be passable. All set now.
GLANCE PERSON'S SOMETHING

You can now glance at a persons bodyparts, and it will show the naked, if it is uncovered.

Ex. glance Joe's leye

'help glance' for more info.
CRATE RATE

I've updated the crate rate limiting so that folx in the city completing deliveries are less affected by the rate limiting.

I appreciate the suggestions for this being stateful, but that requires a rewrite of the system which is not something that is high on the priority list, so hopefully this fix suffices for 95-99% of situations.
COUNT ITEM ON TABLE|COUNTER|ETC (AT STORES)

You can now count things on the dynamic tables/shelves/etc at stores.
COUNTING ITEMS IN CLOSED CONTAINERS

You can no longer count items in closed containers (wallets, briefcases, etc).
PRI BETS FIXED

deathball bets are fixed for pri wreckers.
NEO ANTI CORP

Neo has joined the list of corps which will see automatically dispatched NPCs that are anti-corp show up and start causing trouble.

NEO ENCRYPT

Neo now has a similar sic encrypt situation that NLM and VS have. Find out more ICly.